A complex 2D-dungeon game on LPC1768 in SWJTU-Leeds Joint School XJEL2645 project. Referenced from the framework contributed by https://os.mbed.com/users/Siriagus/code/SimplePlatformGame/
Dependencies: mbed N5110 ShiftReg PinDetect
Game.cpp@17:d6a3b29cab31, 2015-05-11 (annotated)
- Committer:
- Siriagus
- Date:
- Mon May 11 03:52:18 2015 +0000
- Revision:
- 17:d6a3b29cab31
- Parent:
- 16:caf613d5b85e
- Child:
- 19:89c3eeb3761b
Added sound effects ++
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
Siriagus | 7:678873947b29 | 1 | #include "Game.h" |
Siriagus | 7:678873947b29 | 2 | |
Siriagus | 17:d6a3b29cab31 | 3 | /// @file Game.cpp |
Siriagus | 17:d6a3b29cab31 | 4 | |
Siriagus | 17:d6a3b29cab31 | 5 | Game::~Game() |
Siriagus | 17:d6a3b29cab31 | 6 | { |
Siriagus | 17:d6a3b29cab31 | 7 | // Free allocated memory from bullets |
Siriagus | 17:d6a3b29cab31 | 8 | for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end(); ++it) |
Siriagus | 17:d6a3b29cab31 | 9 | delete *it; |
Siriagus | 17:d6a3b29cab31 | 10 | |
Siriagus | 17:d6a3b29cab31 | 11 | bullets.clear(); |
Siriagus | 17:d6a3b29cab31 | 12 | |
Siriagus | 17:d6a3b29cab31 | 13 | // Free allocated memory from enemies |
Siriagus | 17:d6a3b29cab31 | 14 | for (std::vector<Enemy*>::iterator it = enemies.begin(); it != enemies.end(); ++it) |
Siriagus | 17:d6a3b29cab31 | 15 | delete *it; |
Siriagus | 17:d6a3b29cab31 | 16 | |
Siriagus | 17:d6a3b29cab31 | 17 | enemies.clear(); |
Siriagus | 17:d6a3b29cab31 | 18 | } |
Siriagus | 8:9ac6a428fa26 | 19 | |
Siriagus | 8:9ac6a428fa26 | 20 | void Game::init() |
Siriagus | 16:caf613d5b85e | 21 | { |
Siriagus | 17:d6a3b29cab31 | 22 | Global::score = 0; |
Siriagus | 15:d5eb13c4c1c6 | 23 | paused = false; |
Siriagus | 17:d6a3b29cab31 | 24 | livesLeft = 2; |
Siriagus | 15:d5eb13c4c1c6 | 25 | |
Siriagus | 12:8178fad5e660 | 26 | // Set initial values for the player |
Siriagus | 13:7ab71c7c311b | 27 | player.width = player.height = 5; // important that this is correct, see size of Image::Player in Resources.h |
Siriagus | 12:8178fad5e660 | 28 | player.onGround = false; |
Siriagus | 17:d6a3b29cab31 | 29 | respawnPlayer(); |
Siriagus | 17:d6a3b29cab31 | 30 | |
Siriagus | 17:d6a3b29cab31 | 31 | spawnRate = 2; // Probability for spawning a new enemy in percent |
Siriagus | 17:d6a3b29cab31 | 32 | spawnEnemy(); |
Siriagus | 16:caf613d5b85e | 33 | } |
Siriagus | 16:caf613d5b85e | 34 | |
Siriagus | 17:d6a3b29cab31 | 35 | // temporary move to game |
Siriagus | 17:d6a3b29cab31 | 36 | const int Game::spawnPoints[3][2] = {{27,20}, {2,29}, {24,45}}; |
Siriagus | 17:d6a3b29cab31 | 37 | |
Siriagus | 16:caf613d5b85e | 38 | void Game::spawnEnemy() |
Siriagus | 16:caf613d5b85e | 39 | { |
Siriagus | 17:d6a3b29cab31 | 40 | // Get random spawn point |
Siriagus | 17:d6a3b29cab31 | 41 | int r = rand() % 3; |
Siriagus | 17:d6a3b29cab31 | 42 | int x = Game::spawnPoints[r][0]; |
Siriagus | 17:d6a3b29cab31 | 43 | int y = Game::spawnPoints[r][1]; |
Siriagus | 17:d6a3b29cab31 | 44 | |
Siriagus | 17:d6a3b29cab31 | 45 | // Spawn random enemy |
Siriagus | 17:d6a3b29cab31 | 46 | int randPercent = (rand() % 100); |
Siriagus | 17:d6a3b29cab31 | 47 | Enemy::Type type; |
Siriagus | 17:d6a3b29cab31 | 48 | |
Siriagus | 17:d6a3b29cab31 | 49 | if (randPercent >= 40) // 60% probability |
Siriagus | 17:d6a3b29cab31 | 50 | type = Enemy::JUMPER; |
Siriagus | 17:d6a3b29cab31 | 51 | else if (randPercent >= 15) // 25% probablitiy |
Siriagus | 17:d6a3b29cab31 | 52 | type = Enemy::SIMPLE; |
Siriagus | 17:d6a3b29cab31 | 53 | else // 15 % probability |
Siriagus | 17:d6a3b29cab31 | 54 | type = Enemy::RUNNER; |
Siriagus | 17:d6a3b29cab31 | 55 | |
Siriagus | 17:d6a3b29cab31 | 56 | // Create enemy |
Siriagus | 17:d6a3b29cab31 | 57 | Enemy *enemy = new Enemy(x, y, true, type); |
Siriagus | 16:caf613d5b85e | 58 | enemies.push_back(enemy); |
Siriagus | 8:9ac6a428fa26 | 59 | } |
Siriagus | 8:9ac6a428fa26 | 60 | |
Siriagus | 8:9ac6a428fa26 | 61 | // Functions |
Siriagus | 7:678873947b29 | 62 | void Game::update(float dt) |
Siriagus | 16:caf613d5b85e | 63 | { |
Siriagus | 15:d5eb13c4c1c6 | 64 | // Pause button input |
Siriagus | 15:d5eb13c4c1c6 | 65 | if (input->read(Input::ButtonC)) |
Siriagus | 15:d5eb13c4c1c6 | 66 | { |
Siriagus | 15:d5eb13c4c1c6 | 67 | if (releasedBtnC) |
Siriagus | 15:d5eb13c4c1c6 | 68 | { |
Siriagus | 15:d5eb13c4c1c6 | 69 | paused = !paused; |
Siriagus | 15:d5eb13c4c1c6 | 70 | releasedBtnC = false; |
Siriagus | 15:d5eb13c4c1c6 | 71 | } |
Siriagus | 15:d5eb13c4c1c6 | 72 | } |
Siriagus | 15:d5eb13c4c1c6 | 73 | else |
Siriagus | 15:d5eb13c4c1c6 | 74 | releasedBtnC = true; |
Siriagus | 15:d5eb13c4c1c6 | 75 | |
Siriagus | 15:d5eb13c4c1c6 | 76 | // Skip the rest if paused |
Siriagus | 17:d6a3b29cab31 | 77 | if (paused) return; |
Siriagus | 15:d5eb13c4c1c6 | 78 | |
Siriagus | 17:d6a3b29cab31 | 79 | if ((rand() % 100) < spawnRate ) |
Siriagus | 16:caf613d5b85e | 80 | spawnEnemy(); |
Siriagus | 16:caf613d5b85e | 81 | |
Siriagus | 8:9ac6a428fa26 | 82 | // Handle input, should be its own function |
Siriagus | 8:9ac6a428fa26 | 83 | switch(input->joystick->getDirection()) |
Siriagus | 8:9ac6a428fa26 | 84 | { |
Siriagus | 8:9ac6a428fa26 | 85 | case LEFT: |
Siriagus | 8:9ac6a428fa26 | 86 | case UP_LEFT: |
Siriagus | 8:9ac6a428fa26 | 87 | case DOWN_LEFT: |
Siriagus | 8:9ac6a428fa26 | 88 | player.vx = -2; |
Siriagus | 11:adb68da98262 | 89 | player.facingLeft = true; |
Siriagus | 8:9ac6a428fa26 | 90 | break; |
Siriagus | 8:9ac6a428fa26 | 91 | |
Siriagus | 8:9ac6a428fa26 | 92 | case RIGHT: |
Siriagus | 8:9ac6a428fa26 | 93 | case UP_RIGHT: |
Siriagus | 8:9ac6a428fa26 | 94 | case DOWN_RIGHT: |
Siriagus | 8:9ac6a428fa26 | 95 | player.vx = 2; |
Siriagus | 11:adb68da98262 | 96 | player.facingLeft = false; |
Siriagus | 8:9ac6a428fa26 | 97 | break; |
Siriagus | 8:9ac6a428fa26 | 98 | |
Siriagus | 8:9ac6a428fa26 | 99 | case CENTER: |
Siriagus | 8:9ac6a428fa26 | 100 | player.vx = 0; |
Siriagus | 8:9ac6a428fa26 | 101 | break; |
Siriagus | 8:9ac6a428fa26 | 102 | } |
Siriagus | 7:678873947b29 | 103 | |
Siriagus | 16:caf613d5b85e | 104 | |
Siriagus | 16:caf613d5b85e | 105 | // MOVE: Random enemies |
Siriagus | 13:7ab71c7c311b | 106 | |
Siriagus | 13:7ab71c7c311b | 107 | // Gravity |
Siriagus | 11:adb68da98262 | 108 | player.vy += 1; |
Siriagus | 8:9ac6a428fa26 | 109 | |
Siriagus | 11:adb68da98262 | 110 | // Check if player is trying to jump. Player can only jump if it's on the ground |
Siriagus | 12:8178fad5e660 | 111 | if (input->read(Input::ButtonA) && player.onGround) |
Siriagus | 8:9ac6a428fa26 | 112 | { |
Siriagus | 8:9ac6a428fa26 | 113 | player.vy = -4; |
Siriagus | 12:8178fad5e660 | 114 | player.onGround = false; |
Siriagus | 17:d6a3b29cab31 | 115 | sound->playNote(SFX::PLAYER_JUMP); |
Siriagus | 8:9ac6a428fa26 | 116 | } |
Siriagus | 8:9ac6a428fa26 | 117 | |
Siriagus | 11:adb68da98262 | 118 | // Terminal velocity 3 px/update |
Siriagus | 14:b4fed570abaf | 119 | if (player.vy > TERMINAL_VELOCITY) player.vy = TERMINAL_VELOCITY; |
Siriagus | 8:9ac6a428fa26 | 120 | |
Siriagus | 17:d6a3b29cab31 | 121 | if (!player.dead) |
Siriagus | 17:d6a3b29cab31 | 122 | moveWithCollisionTest(&player, map); |
Siriagus | 17:d6a3b29cab31 | 123 | else // move without testing collision agains the map |
Siriagus | 17:d6a3b29cab31 | 124 | { |
Siriagus | 17:d6a3b29cab31 | 125 | player.x += player.vx; |
Siriagus | 17:d6a3b29cab31 | 126 | player.y += player.vy; |
Siriagus | 17:d6a3b29cab31 | 127 | } |
Siriagus | 11:adb68da98262 | 128 | |
Siriagus | 17:d6a3b29cab31 | 129 | |
Siriagus | 17:d6a3b29cab31 | 130 | moveEnemies(); |
Siriagus | 8:9ac6a428fa26 | 131 | |
Siriagus | 11:adb68da98262 | 132 | // Check if bullet should be fired |
Siriagus | 9:da608ae65df9 | 133 | if (input->read(Input::ButtonB) && releasedBtnB) |
Siriagus | 8:9ac6a428fa26 | 134 | { |
Siriagus | 11:adb68da98262 | 135 | // Create a new bullet and give it initial values |
Siriagus | 8:9ac6a428fa26 | 136 | Point* bullet = new Point; |
Siriagus | 15:d5eb13c4c1c6 | 137 | bullet->x = (int)(player.x + (player.width / 2)); //(player.facingLeft) ? (player.x-1) : (player.x + player.width); |
Siriagus | 8:9ac6a428fa26 | 138 | bullet->y = player.y + 2; |
Siriagus | 11:adb68da98262 | 139 | bullet->vx = (player.facingLeft) ? -4 : 4; |
Siriagus | 9:da608ae65df9 | 140 | bullet->vy = 0; |
Siriagus | 8:9ac6a428fa26 | 141 | |
Siriagus | 8:9ac6a428fa26 | 142 | bullets.push_back(bullet); |
Siriagus | 9:da608ae65df9 | 143 | releasedBtnB = false; |
Siriagus | 17:d6a3b29cab31 | 144 | |
Siriagus | 17:d6a3b29cab31 | 145 | // Play sound |
Siriagus | 17:d6a3b29cab31 | 146 | sound->playNote(SFX::BULLET_FIRED); |
Siriagus | 8:9ac6a428fa26 | 147 | } |
Siriagus | 9:da608ae65df9 | 148 | else if (!input->read(Input::ButtonB)) |
Siriagus | 9:da608ae65df9 | 149 | releasedBtnB = true; |
Siriagus | 8:9ac6a428fa26 | 150 | |
Siriagus | 15:d5eb13c4c1c6 | 151 | // Loop through bullets and move them + collision test |
Siriagus | 9:da608ae65df9 | 152 | for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end();) |
Siriagus | 8:9ac6a428fa26 | 153 | { |
Siriagus | 15:d5eb13c4c1c6 | 154 | Point* bullet = *it; |
Siriagus | 15:d5eb13c4c1c6 | 155 | |
Siriagus | 15:d5eb13c4c1c6 | 156 | int x0; // left border of collision rect |
Siriagus | 15:d5eb13c4c1c6 | 157 | int x1; // right border of collision rect |
Siriagus | 15:d5eb13c4c1c6 | 158 | |
Siriagus | 15:d5eb13c4c1c6 | 159 | int oldX = bullet->x; |
Siriagus | 15:d5eb13c4c1c6 | 160 | int newX = bullet->x + bullet->vx; |
Siriagus | 15:d5eb13c4c1c6 | 161 | |
Siriagus | 15:d5eb13c4c1c6 | 162 | x0 = min(oldX, newX); |
Siriagus | 15:d5eb13c4c1c6 | 163 | x1 = max(oldX, newX); |
Siriagus | 15:d5eb13c4c1c6 | 164 | |
Siriagus | 15:d5eb13c4c1c6 | 165 | // Collision rect for bullet in this time step |
Siriagus | 15:d5eb13c4c1c6 | 166 | Rectangle bulletColRect(x0, bullet->y, (x1-x0)+1, 1); |
Siriagus | 9:da608ae65df9 | 167 | |
Siriagus | 15:d5eb13c4c1c6 | 168 | bool col = false; |
Siriagus | 15:d5eb13c4c1c6 | 169 | // Delete if outside screen |
Siriagus | 15:d5eb13c4c1c6 | 170 | if (newX < 0 || newX > WIDTH || bulletHitMap(bulletColRect, map)) // if outside screen |
Siriagus | 15:d5eb13c4c1c6 | 171 | { |
Siriagus | 15:d5eb13c4c1c6 | 172 | col = true; |
Siriagus | 15:d5eb13c4c1c6 | 173 | } |
Siriagus | 15:d5eb13c4c1c6 | 174 | else |
Siriagus | 9:da608ae65df9 | 175 | { |
Siriagus | 15:d5eb13c4c1c6 | 176 | // loop through all enemies |
Siriagus | 17:d6a3b29cab31 | 177 | for (std::vector<Enemy*>::iterator ite = enemies.begin(); ite != enemies.end(); ++ite) |
Siriagus | 15:d5eb13c4c1c6 | 178 | { |
Siriagus | 17:d6a3b29cab31 | 179 | Enemy *enemy = *ite; |
Siriagus | 15:d5eb13c4c1c6 | 180 | |
Siriagus | 17:d6a3b29cab31 | 181 | // If bullet hits enemy |
Siriagus | 17:d6a3b29cab31 | 182 | //if (!enemy->dead && bullet->x >= enemy->x && bullet->x <= enemy->getRight() && bullet->y >= enemy->y && bullet->y <= enemy->getBottom()) |
Siriagus | 17:d6a3b29cab31 | 183 | |
Siriagus | 17:d6a3b29cab31 | 184 | Rectangle enemyColRect(enemy->x, enemy->y, enemy->width, enemy->height); // collision rectangle for enemy |
Siriagus | 17:d6a3b29cab31 | 185 | |
Siriagus | 17:d6a3b29cab31 | 186 | if (!enemy->dead && hitTestRect(bulletColRect, enemyColRect)) |
Siriagus | 16:caf613d5b85e | 187 | { |
Siriagus | 16:caf613d5b85e | 188 | col = true; |
Siriagus | 17:d6a3b29cab31 | 189 | |
Siriagus | 17:d6a3b29cab31 | 190 | enemy->dead = true; |
Siriagus | 16:caf613d5b85e | 191 | enemy->vx = bullet->vx / 2; // sends the dead enemy in the same direction as the incoming bullet |
Siriagus | 16:caf613d5b85e | 192 | enemy->vy = -3; // sends the dead enemy upwards in the air, because of impact |
Siriagus | 16:caf613d5b85e | 193 | |
Siriagus | 17:d6a3b29cab31 | 194 | Global::score += 5 * enemy->difficulty; // increase the score |
Siriagus | 17:d6a3b29cab31 | 195 | |
Siriagus | 17:d6a3b29cab31 | 196 | sound->playNote(SFX::ENEMY_DEAD); |
Siriagus | 16:caf613d5b85e | 197 | } |
Siriagus | 15:d5eb13c4c1c6 | 198 | } |
Siriagus | 15:d5eb13c4c1c6 | 199 | } |
Siriagus | 15:d5eb13c4c1c6 | 200 | |
Siriagus | 15:d5eb13c4c1c6 | 201 | if (!col) |
Siriagus | 15:d5eb13c4c1c6 | 202 | { |
Siriagus | 15:d5eb13c4c1c6 | 203 | ++it; // go to next element |
Siriagus | 15:d5eb13c4c1c6 | 204 | bullet->x += bullet->vx; // update position |
Siriagus | 15:d5eb13c4c1c6 | 205 | } |
Siriagus | 15:d5eb13c4c1c6 | 206 | else |
Siriagus | 15:d5eb13c4c1c6 | 207 | { |
Siriagus | 15:d5eb13c4c1c6 | 208 | delete bullet; |
Siriagus | 9:da608ae65df9 | 209 | it = bullets.erase(it); // go to next element |
Siriagus | 9:da608ae65df9 | 210 | } |
Siriagus | 17:d6a3b29cab31 | 211 | } |
Siriagus | 17:d6a3b29cab31 | 212 | |
Siriagus | 17:d6a3b29cab31 | 213 | // Check if player hits enemy |
Siriagus | 17:d6a3b29cab31 | 214 | Rectangle playerRect(player.x, player.y, player.width, player.height); |
Siriagus | 17:d6a3b29cab31 | 215 | for (std::vector<Enemy*>::iterator it = enemies.begin(); it != enemies.end(); ++it) |
Siriagus | 17:d6a3b29cab31 | 216 | { |
Siriagus | 17:d6a3b29cab31 | 217 | Enemy *enemy = *it; |
Siriagus | 8:9ac6a428fa26 | 218 | |
Siriagus | 17:d6a3b29cab31 | 219 | if (enemy->dead) continue; // only test against living enemies |
Siriagus | 17:d6a3b29cab31 | 220 | |
Siriagus | 17:d6a3b29cab31 | 221 | Rectangle enemyRect(enemy->x, enemy->y, enemy->width, enemy->height); |
Siriagus | 17:d6a3b29cab31 | 222 | |
Siriagus | 17:d6a3b29cab31 | 223 | if (hitTestRect(playerRect, enemyRect)) |
Siriagus | 17:d6a3b29cab31 | 224 | { |
Siriagus | 17:d6a3b29cab31 | 225 | player.dead = true; |
Siriagus | 17:d6a3b29cab31 | 226 | player.vx = 0; |
Siriagus | 17:d6a3b29cab31 | 227 | player.vy = -4; |
Siriagus | 17:d6a3b29cab31 | 228 | player.onGround = false; |
Siriagus | 17:d6a3b29cab31 | 229 | --livesLeft; |
Siriagus | 17:d6a3b29cab31 | 230 | |
Siriagus | 17:d6a3b29cab31 | 231 | sound->playNote(SFX::PLAYER_DEAD); |
Siriagus | 17:d6a3b29cab31 | 232 | break; |
Siriagus | 17:d6a3b29cab31 | 233 | } |
Siriagus | 17:d6a3b29cab31 | 234 | } |
Siriagus | 17:d6a3b29cab31 | 235 | |
Siriagus | 17:d6a3b29cab31 | 236 | if (player.dead) |
Siriagus | 17:d6a3b29cab31 | 237 | { |
Siriagus | 17:d6a3b29cab31 | 238 | // remove all enemies (let them fall off) |
Siriagus | 17:d6a3b29cab31 | 239 | for (std::vector<Enemy*>::iterator it = enemies.begin(); it != enemies.end(); ++it) |
Siriagus | 17:d6a3b29cab31 | 240 | { |
Siriagus | 17:d6a3b29cab31 | 241 | Enemy *enemy = *it; |
Siriagus | 17:d6a3b29cab31 | 242 | enemy->dead = true; |
Siriagus | 17:d6a3b29cab31 | 243 | } |
Siriagus | 17:d6a3b29cab31 | 244 | |
Siriagus | 17:d6a3b29cab31 | 245 | if (player.y >= HEIGHT && !enemies.size()) // when all enemies are removed |
Siriagus | 17:d6a3b29cab31 | 246 | { |
Siriagus | 17:d6a3b29cab31 | 247 | if (livesLeft) |
Siriagus | 17:d6a3b29cab31 | 248 | { |
Siriagus | 17:d6a3b29cab31 | 249 | respawnPlayer(); // Respawn player if it still have lives left |
Siriagus | 17:d6a3b29cab31 | 250 | spawnEnemy(); // Spawn an enemy right away |
Siriagus | 17:d6a3b29cab31 | 251 | } |
Siriagus | 17:d6a3b29cab31 | 252 | else |
Siriagus | 17:d6a3b29cab31 | 253 | { |
Siriagus | 17:d6a3b29cab31 | 254 | if (Global::score > Global::highscores[2].score) // If new high score |
Siriagus | 17:d6a3b29cab31 | 255 | requestStateChange(SUBMIT_HIGHSCORE); |
Siriagus | 17:d6a3b29cab31 | 256 | else |
Siriagus | 17:d6a3b29cab31 | 257 | requestStateChange(GAME_OVER); |
Siriagus | 17:d6a3b29cab31 | 258 | } |
Siriagus | 17:d6a3b29cab31 | 259 | } |
Siriagus | 8:9ac6a428fa26 | 260 | } |
Siriagus | 7:678873947b29 | 261 | } |
Siriagus | 7:678873947b29 | 262 | |
Siriagus | 7:678873947b29 | 263 | void Game::render() |
Siriagus | 7:678873947b29 | 264 | { |
Siriagus | 17:d6a3b29cab31 | 265 | |
Siriagus | 17:d6a3b29cab31 | 266 | if (!player.dead) |
Siriagus | 17:d6a3b29cab31 | 267 | { |
Siriagus | 17:d6a3b29cab31 | 268 | // Draw map |
Siriagus | 17:d6a3b29cab31 | 269 | drawImage(map); |
Siriagus | 17:d6a3b29cab31 | 270 | } |
Siriagus | 17:d6a3b29cab31 | 271 | else |
Siriagus | 17:d6a3b29cab31 | 272 | { |
Siriagus | 17:d6a3b29cab31 | 273 | // Print lives left |
Siriagus | 17:d6a3b29cab31 | 274 | std::stringstream ss; |
Siriagus | 17:d6a3b29cab31 | 275 | ss << "Lives left: " << livesLeft; |
Siriagus | 17:d6a3b29cab31 | 276 | lcd->printString(ss.str().c_str(), 4, 2); |
Siriagus | 17:d6a3b29cab31 | 277 | } |
Siriagus | 11:adb68da98262 | 278 | |
Siriagus | 12:8178fad5e660 | 279 | // Draw player |
Siriagus | 17:d6a3b29cab31 | 280 | drawImage(Image::Player, player.x, player.y, false, !player.facingLeft, player.dead); |
Siriagus | 17:d6a3b29cab31 | 281 | |
Siriagus | 13:7ab71c7c311b | 282 | |
Siriagus | 13:7ab71c7c311b | 283 | // Draw enemies |
Siriagus | 16:caf613d5b85e | 284 | for (std::vector<Enemy*>::iterator it = enemies.begin(); it != enemies.end(); ++it) |
Siriagus | 16:caf613d5b85e | 285 | { |
Siriagus | 16:caf613d5b85e | 286 | Enemy *enemy = *it; |
Siriagus | 17:d6a3b29cab31 | 287 | |
Siriagus | 17:d6a3b29cab31 | 288 | switch (enemy->type) |
Siriagus | 17:d6a3b29cab31 | 289 | { |
Siriagus | 17:d6a3b29cab31 | 290 | case Enemy::SIMPLE: |
Siriagus | 17:d6a3b29cab31 | 291 | drawImage(Image::EnemySimple, enemy->x, enemy->y, false, !enemy->facingLeft, enemy->dead); |
Siriagus | 17:d6a3b29cab31 | 292 | break; |
Siriagus | 17:d6a3b29cab31 | 293 | |
Siriagus | 17:d6a3b29cab31 | 294 | case Enemy::JUMPER: |
Siriagus | 17:d6a3b29cab31 | 295 | drawImage(Image::EnemyJumper, enemy->x, enemy->y, false, !enemy->facingLeft, enemy->dead); |
Siriagus | 17:d6a3b29cab31 | 296 | break; |
Siriagus | 17:d6a3b29cab31 | 297 | |
Siriagus | 17:d6a3b29cab31 | 298 | case Enemy::RUNNER: |
Siriagus | 17:d6a3b29cab31 | 299 | drawImage(Image::EnemyRunner, enemy->x, enemy->y, false, !enemy->facingLeft, enemy->dead); |
Siriagus | 17:d6a3b29cab31 | 300 | break; |
Siriagus | 17:d6a3b29cab31 | 301 | |
Siriagus | 17:d6a3b29cab31 | 302 | default: |
Siriagus | 17:d6a3b29cab31 | 303 | ; // should not happen, don't render |
Siriagus | 17:d6a3b29cab31 | 304 | } |
Siriagus | 17:d6a3b29cab31 | 305 | |
Siriagus | 17:d6a3b29cab31 | 306 | |
Siriagus | 16:caf613d5b85e | 307 | } |
Siriagus | 16:caf613d5b85e | 308 | |
Siriagus | 9:da608ae65df9 | 309 | // Render bullets |
Siriagus | 8:9ac6a428fa26 | 310 | for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end(); ++it) |
Siriagus | 8:9ac6a428fa26 | 311 | { |
Siriagus | 8:9ac6a428fa26 | 312 | int x, y; |
Siriagus | 8:9ac6a428fa26 | 313 | x = (*it)->x; |
Siriagus | 8:9ac6a428fa26 | 314 | y = (*it)->y; |
Siriagus | 8:9ac6a428fa26 | 315 | |
Siriagus | 8:9ac6a428fa26 | 316 | if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT) // Boundary check |
Siriagus | 8:9ac6a428fa26 | 317 | lcd->setPixel(x,y); |
Siriagus | 8:9ac6a428fa26 | 318 | } |
Siriagus | 15:d5eb13c4c1c6 | 319 | |
Siriagus | 15:d5eb13c4c1c6 | 320 | // Draw pause |
Siriagus | 15:d5eb13c4c1c6 | 321 | if (paused) |
Siriagus | 15:d5eb13c4c1c6 | 322 | { |
Siriagus | 15:d5eb13c4c1c6 | 323 | lcd->drawRect(24, 13, 40, 13, 0); // outline |
Siriagus | 15:d5eb13c4c1c6 | 324 | lcd->drawRect(25, 14, 38, 11, 2); // white fill |
Siriagus | 15:d5eb13c4c1c6 | 325 | lcd->printString("Paused", 27, 2); // text |
Siriagus | 15:d5eb13c4c1c6 | 326 | } |
Siriagus | 17:d6a3b29cab31 | 327 | |
Siriagus | 17:d6a3b29cab31 | 328 | // GUI |
Siriagus | 17:d6a3b29cab31 | 329 | renderScore(); |
Siriagus | 13:7ab71c7c311b | 330 | } |
Siriagus | 13:7ab71c7c311b | 331 | |
Siriagus | 13:7ab71c7c311b | 332 | // Collision test between entites and map |
Siriagus | 13:7ab71c7c311b | 333 | void Game::moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]) |
Siriagus | 13:7ab71c7c311b | 334 | { |
Siriagus | 13:7ab71c7c311b | 335 | int x = entity->x; |
Siriagus | 13:7ab71c7c311b | 336 | int y = entity->y; |
Siriagus | 13:7ab71c7c311b | 337 | int steps = abs(entity->vx); // how many units (pixels) the entity should move in said direction |
Siriagus | 13:7ab71c7c311b | 338 | bool collision; // true if colliding |
Siriagus | 13:7ab71c7c311b | 339 | |
Siriagus | 13:7ab71c7c311b | 340 | // Check x-axis |
Siriagus | 13:7ab71c7c311b | 341 | if (entity->vx > 0) // moving right |
Siriagus | 13:7ab71c7c311b | 342 | { |
Siriagus | 13:7ab71c7c311b | 343 | int entityRight = x + entity->width - 1; // Need to check right border of entity, since it is moving right |
Siriagus | 13:7ab71c7c311b | 344 | |
Siriagus | 13:7ab71c7c311b | 345 | while(steps--) // While it still have more movement left |
Siriagus | 13:7ab71c7c311b | 346 | { |
Siriagus | 13:7ab71c7c311b | 347 | collision = false; |
Siriagus | 16:caf613d5b85e | 348 | |
Siriagus | 16:caf613d5b85e | 349 | // Wrapping |
Siriagus | 16:caf613d5b85e | 350 | if (entityRight+1 >= WIDTH) |
Siriagus | 16:caf613d5b85e | 351 | entityRight = -1;// wants entityRight = -1, so next check is entityRight 0*/ |
Siriagus | 16:caf613d5b85e | 352 | |
Siriagus | 13:7ab71c7c311b | 353 | for (int i = 0; i < entity->height; ++i) // Loop through all vertical points on the right hand side of the entity (y+i) |
Siriagus | 13:7ab71c7c311b | 354 | { |
Siriagus | 13:7ab71c7c311b | 355 | if (map[y+i][entityRight+1]) // If moving to the right leads to collision for given y+i |
Siriagus | 13:7ab71c7c311b | 356 | { |
Siriagus | 15:d5eb13c4c1c6 | 357 | // Slope + allows player to climb to top of platform by going right if it hits close to top of wall. |
Siriagus | 15:d5eb13c4c1c6 | 358 | if (!map[y+i-1][entityRight+1] && entity->onGround) |
Siriagus | 15:d5eb13c4c1c6 | 359 | { |
Siriagus | 15:d5eb13c4c1c6 | 360 | entity->vy = -1; |
Siriagus | 15:d5eb13c4c1c6 | 361 | } |
Siriagus | 15:d5eb13c4c1c6 | 362 | else |
Siriagus | 15:d5eb13c4c1c6 | 363 | { |
Siriagus | 15:d5eb13c4c1c6 | 364 | collision = true; // Then collision is true |
Siriagus | 15:d5eb13c4c1c6 | 365 | break; // Skip the for loop, no need for further testing |
Siriagus | 15:d5eb13c4c1c6 | 366 | } |
Siriagus | 15:d5eb13c4c1c6 | 367 | |
Siriagus | 13:7ab71c7c311b | 368 | } |
Siriagus | 13:7ab71c7c311b | 369 | } |
Siriagus | 13:7ab71c7c311b | 370 | |
Siriagus | 13:7ab71c7c311b | 371 | if (collision) // If collision |
Siriagus | 13:7ab71c7c311b | 372 | break; // skip the while loop, entity can not move further, even though its velocity is higher |
Siriagus | 13:7ab71c7c311b | 373 | else |
Siriagus | 13:7ab71c7c311b | 374 | ++entityRight; // Move entity one px to the right |
Siriagus | 13:7ab71c7c311b | 375 | } |
Siriagus | 13:7ab71c7c311b | 376 | |
Siriagus | 16:caf613d5b85e | 377 | // If wrap didn't work, make sure entity is on the correct side of the map |
Siriagus | 16:caf613d5b85e | 378 | if (entityRight < 0) |
Siriagus | 16:caf613d5b85e | 379 | entityRight = WIDTH-1; |
Siriagus | 16:caf613d5b85e | 380 | |
Siriagus | 13:7ab71c7c311b | 381 | entity->x = entityRight - (entity->width - 1); // Update entity's position. Need to set upper-left pixel. |
Siriagus | 13:7ab71c7c311b | 382 | } |
Siriagus | 13:7ab71c7c311b | 383 | else // moving left |
Siriagus | 13:7ab71c7c311b | 384 | { |
Siriagus | 13:7ab71c7c311b | 385 | while(steps--) // While still movement left |
Siriagus | 13:7ab71c7c311b | 386 | { |
Siriagus | 13:7ab71c7c311b | 387 | collision = false; |
Siriagus | 13:7ab71c7c311b | 388 | |
Siriagus | 16:caf613d5b85e | 389 | // Wrap around map |
Siriagus | 16:caf613d5b85e | 390 | if (x-1 < 0) |
Siriagus | 16:caf613d5b85e | 391 | x = WIDTH; // causes x-1 in the next check to be WIDTH - 1 |
Siriagus | 13:7ab71c7c311b | 392 | |
Siriagus | 16:caf613d5b85e | 393 | // Check for all y-positions |
Siriagus | 16:caf613d5b85e | 394 | for (int i = 0; i < entity->height; ++i) |
Siriagus | 13:7ab71c7c311b | 395 | { |
Siriagus | 16:caf613d5b85e | 396 | |
Siriagus | 13:7ab71c7c311b | 397 | if (map[y+i][x-1]) // If solid block |
Siriagus | 13:7ab71c7c311b | 398 | { |
Siriagus | 15:d5eb13c4c1c6 | 399 | if (!map[y+i-1][x-1] && entity->onGround) // If slope or close to top of wall (=> can climb by going left). |
Siriagus | 15:d5eb13c4c1c6 | 400 | { |
Siriagus | 15:d5eb13c4c1c6 | 401 | entity->vy = -1; |
Siriagus | 15:d5eb13c4c1c6 | 402 | } |
Siriagus | 15:d5eb13c4c1c6 | 403 | else |
Siriagus | 15:d5eb13c4c1c6 | 404 | { |
Siriagus | 15:d5eb13c4c1c6 | 405 | collision = true; |
Siriagus | 15:d5eb13c4c1c6 | 406 | break; // Collision detected, no further testing required |
Siriagus | 15:d5eb13c4c1c6 | 407 | } |
Siriagus | 13:7ab71c7c311b | 408 | } |
Siriagus | 13:7ab71c7c311b | 409 | } |
Siriagus | 13:7ab71c7c311b | 410 | |
Siriagus | 13:7ab71c7c311b | 411 | if (collision) |
Siriagus | 13:7ab71c7c311b | 412 | break; |
Siriagus | 13:7ab71c7c311b | 413 | else |
Siriagus | 13:7ab71c7c311b | 414 | --x; // Move to the left if no collision is detected |
Siriagus | 13:7ab71c7c311b | 415 | } |
Siriagus | 13:7ab71c7c311b | 416 | |
Siriagus | 16:caf613d5b85e | 417 | x %= WIDTH; // In case wrapping caused entity to crash with wall on other side, x should be 0 instead of WIDTH (invalid). |
Siriagus | 16:caf613d5b85e | 418 | |
Siriagus | 16:caf613d5b85e | 419 | entity->x = x; // update position |
Siriagus | 13:7ab71c7c311b | 420 | } |
Siriagus | 13:7ab71c7c311b | 421 | |
Siriagus | 13:7ab71c7c311b | 422 | // Check collision with map in y-direction - works the same way as the x-axis, except for other axis |
Siriagus | 13:7ab71c7c311b | 423 | x = entity->x; |
Siriagus | 13:7ab71c7c311b | 424 | y = entity->y; |
Siriagus | 13:7ab71c7c311b | 425 | steps = abs(entity->vy); |
Siriagus | 13:7ab71c7c311b | 426 | |
Siriagus | 13:7ab71c7c311b | 427 | if (entity->vy > 0) // downwards |
Siriagus | 13:7ab71c7c311b | 428 | { |
Siriagus | 13:7ab71c7c311b | 429 | int entityBottom = y + entity->height - 1; // Need to check if bottom part collides |
Siriagus | 13:7ab71c7c311b | 430 | while(steps--) // Still movement left |
Siriagus | 13:7ab71c7c311b | 431 | { |
Siriagus | 13:7ab71c7c311b | 432 | collision = false; |
Siriagus | 16:caf613d5b85e | 433 | |
Siriagus | 13:7ab71c7c311b | 434 | for (int i = 0; i < entity->width; ++i) // Loop through all x-position on lower part of entity |
Siriagus | 16:caf613d5b85e | 435 | { |
Siriagus | 16:caf613d5b85e | 436 | if (map[(entityBottom+1) % HEIGHT][x+i]) // If moving the entity one step down for a given (x+i)-position gives a collision |
Siriagus | 13:7ab71c7c311b | 437 | { |
Siriagus | 13:7ab71c7c311b | 438 | collision = true; |
Siriagus | 13:7ab71c7c311b | 439 | break; // No further testing required |
Siriagus | 13:7ab71c7c311b | 440 | } |
Siriagus | 13:7ab71c7c311b | 441 | } |
Siriagus | 13:7ab71c7c311b | 442 | |
Siriagus | 13:7ab71c7c311b | 443 | if (collision) // If collision |
Siriagus | 13:7ab71c7c311b | 444 | { |
Siriagus | 13:7ab71c7c311b | 445 | entity->vy = 0; // Set vertical velocity to 0 (playe |
Siriagus | 13:7ab71c7c311b | 446 | entity->onGround = true; // entity has hit ground |
Siriagus | 13:7ab71c7c311b | 447 | break; // Skip the while loop as the entity can not move further downwards |
Siriagus | 13:7ab71c7c311b | 448 | } |
Siriagus | 13:7ab71c7c311b | 449 | else // Can safely move entity without collision |
Siriagus | 15:d5eb13c4c1c6 | 450 | { |
Siriagus | 13:7ab71c7c311b | 451 | ++entityBottom; // Move entity one step down |
Siriagus | 15:d5eb13c4c1c6 | 452 | entity->onGround = false; |
Siriagus | 15:d5eb13c4c1c6 | 453 | } |
Siriagus | 13:7ab71c7c311b | 454 | } |
Siriagus | 13:7ab71c7c311b | 455 | |
Siriagus | 16:caf613d5b85e | 456 | // Wrapping |
Siriagus | 16:caf613d5b85e | 457 | y = (entityBottom - (entity->height - 1)); |
Siriagus | 16:caf613d5b85e | 458 | if (y >= HEIGHT) // if completely outside map |
Siriagus | 16:caf613d5b85e | 459 | y = -entity->height; // wrap to top of map |
Siriagus | 16:caf613d5b85e | 460 | |
Siriagus | 16:caf613d5b85e | 461 | entity->y = y; // (entityBottom - (entity->height - 1)); // Update position when done moving, remember that entity.y refers to upper part of the entity |
Siriagus | 13:7ab71c7c311b | 462 | } |
Siriagus | 13:7ab71c7c311b | 463 | else // moving up, check collision from top |
Siriagus | 13:7ab71c7c311b | 464 | { |
Siriagus | 13:7ab71c7c311b | 465 | while(steps--) // Still movement left |
Siriagus | 13:7ab71c7c311b | 466 | { |
Siriagus | 13:7ab71c7c311b | 467 | collision = false; |
Siriagus | 16:caf613d5b85e | 468 | |
Siriagus | 13:7ab71c7c311b | 469 | for (int i = 0; i < entity->width; ++i) // Check for all x-positions |
Siriagus | 13:7ab71c7c311b | 470 | { |
Siriagus | 16:caf613d5b85e | 471 | int y1 = ((y-1) + HEIGHT) % HEIGHT; // In case negative, because of wrapping |
Siriagus | 16:caf613d5b85e | 472 | |
Siriagus | 16:caf613d5b85e | 473 | if (map[y1][x+i]) // If moving upwards gives collision for a given x+i |
Siriagus | 13:7ab71c7c311b | 474 | { |
Siriagus | 13:7ab71c7c311b | 475 | collision = true; // Then we have a collision |
Siriagus | 13:7ab71c7c311b | 476 | break; // No further testing needed, skip for loop |
Siriagus | 13:7ab71c7c311b | 477 | } |
Siriagus | 13:7ab71c7c311b | 478 | } |
Siriagus | 13:7ab71c7c311b | 479 | |
Siriagus | 13:7ab71c7c311b | 480 | if (collision) // If collision was detected |
Siriagus | 13:7ab71c7c311b | 481 | { |
Siriagus | 13:7ab71c7c311b | 482 | entity->vy = 0; // Set vertical velocity to zero |
Siriagus | 13:7ab71c7c311b | 483 | break; // Skip while loop as entity can not move further up |
Siriagus | 13:7ab71c7c311b | 484 | } |
Siriagus | 13:7ab71c7c311b | 485 | else // If safe to move for all x-values |
Siriagus | 13:7ab71c7c311b | 486 | --y; // Move entity one step up |
Siriagus | 13:7ab71c7c311b | 487 | } |
Siriagus | 13:7ab71c7c311b | 488 | |
Siriagus | 16:caf613d5b85e | 489 | // Wrapping |
Siriagus | 16:caf613d5b85e | 490 | if (y + (entity->height - 1) < 0) // completely outside map (bottom of entity over top of map) |
Siriagus | 16:caf613d5b85e | 491 | y = HEIGHT-1 - entity->height - 1; // Sets the altitude. |
Siriagus | 16:caf613d5b85e | 492 | |
Siriagus | 13:7ab71c7c311b | 493 | entity->y = y; // Update vertical position of entity |
Siriagus | 13:7ab71c7c311b | 494 | } |
Siriagus | 15:d5eb13c4c1c6 | 495 | } |
Siriagus | 15:d5eb13c4c1c6 | 496 | |
Siriagus | 15:d5eb13c4c1c6 | 497 | bool Game::hitTestRect(Rectangle r1, Rectangle r2) |
Siriagus | 15:d5eb13c4c1c6 | 498 | { |
Siriagus | 15:d5eb13c4c1c6 | 499 | return ((r1.x + r1.width > r2.x) // r1's right edge to the right of r2's left edge |
Siriagus | 15:d5eb13c4c1c6 | 500 | && (r1.x < r2.x + r2.width) // r1's left edge to the left of r2's right edge |
Siriagus | 15:d5eb13c4c1c6 | 501 | && (r1.y + r2.height > r2.y) // r1's bottom lower than r2's top |
Siriagus | 15:d5eb13c4c1c6 | 502 | && (r1.y < r2.y + r2.height)); // r1's top higher than r2's bottom |
Siriagus | 15:d5eb13c4c1c6 | 503 | |
Siriagus | 15:d5eb13c4c1c6 | 504 | // Note: Right border: r1.x + r1.width - 1, but we don't need to subtract 1 as we use > instead of >= |
Siriagus | 15:d5eb13c4c1c6 | 505 | } |
Siriagus | 15:d5eb13c4c1c6 | 506 | |
Siriagus | 15:d5eb13c4c1c6 | 507 | bool Game::bulletHitMap(Rectangle &bulletColRect, const int map[HEIGHT][WIDTH]) |
Siriagus | 15:d5eb13c4c1c6 | 508 | { |
Siriagus | 15:d5eb13c4c1c6 | 509 | for (int j = 0; j < bulletColRect.width; ++j) |
Siriagus | 15:d5eb13c4c1c6 | 510 | { |
Siriagus | 15:d5eb13c4c1c6 | 511 | if (map[bulletColRect.y][bulletColRect.x + j]) |
Siriagus | 15:d5eb13c4c1c6 | 512 | return true; |
Siriagus | 15:d5eb13c4c1c6 | 513 | } |
Siriagus | 15:d5eb13c4c1c6 | 514 | |
Siriagus | 15:d5eb13c4c1c6 | 515 | return false; |
Siriagus | 16:caf613d5b85e | 516 | } |
Siriagus | 16:caf613d5b85e | 517 | |
Siriagus | 16:caf613d5b85e | 518 | void Game::moveEnemies() |
Siriagus | 16:caf613d5b85e | 519 | { |
Siriagus | 17:d6a3b29cab31 | 520 | for (std::vector<Enemy*>::iterator it = enemies.begin(); it != enemies.end(); ) |
Siriagus | 16:caf613d5b85e | 521 | { |
Siriagus | 16:caf613d5b85e | 522 | Enemy *enemy = *it; |
Siriagus | 16:caf613d5b85e | 523 | |
Siriagus | 16:caf613d5b85e | 524 | // Gravity |
Siriagus | 16:caf613d5b85e | 525 | enemy->vy += 1; |
Siriagus | 16:caf613d5b85e | 526 | |
Siriagus | 16:caf613d5b85e | 527 | if (!enemy->dead) |
Siriagus | 16:caf613d5b85e | 528 | { |
Siriagus | 17:d6a3b29cab31 | 529 | // Random movement for enemies |
Siriagus | 17:d6a3b29cab31 | 530 | if (enemy->onGround && (rand() % 100) < enemy->jumpRate) |
Siriagus | 17:d6a3b29cab31 | 531 | { |
Siriagus | 17:d6a3b29cab31 | 532 | // jump |
Siriagus | 17:d6a3b29cab31 | 533 | enemy->vy = -3; |
Siriagus | 17:d6a3b29cab31 | 534 | enemy->onGround = false; |
Siriagus | 17:d6a3b29cab31 | 535 | } |
Siriagus | 17:d6a3b29cab31 | 536 | else if ((rand() % 100) > 98) // 2% chance |
Siriagus | 17:d6a3b29cab31 | 537 | { |
Siriagus | 17:d6a3b29cab31 | 538 | // switch direction |
Siriagus | 17:d6a3b29cab31 | 539 | enemy->vx *= -1; |
Siriagus | 17:d6a3b29cab31 | 540 | enemy->facingLeft = (enemy->vx < 0); |
Siriagus | 17:d6a3b29cab31 | 541 | } |
Siriagus | 17:d6a3b29cab31 | 542 | |
Siriagus | 16:caf613d5b85e | 543 | moveWithCollisionTest(enemy, map); |
Siriagus | 16:caf613d5b85e | 544 | |
Siriagus | 16:caf613d5b85e | 545 | // Enemy AI |
Siriagus | 17:d6a3b29cab31 | 546 | if (enemy->y >= 0) |
Siriagus | 16:caf613d5b85e | 547 | { |
Siriagus | 17:d6a3b29cab31 | 548 | int nextRight = enemy->getRight() + 1; // Next position of right edge if enemy moves to the right |
Siriagus | 17:d6a3b29cab31 | 549 | nextRight %= WIDTH; // wrapping |
Siriagus | 17:d6a3b29cab31 | 550 | for (int i = 0; i < enemy->height; ++i) // Check for all heighs |
Siriagus | 16:caf613d5b85e | 551 | { |
Siriagus | 17:d6a3b29cab31 | 552 | // Check if crashing if moving right or left. Bounds should already be limited by moveWithCollisionTest! |
Siriagus | 17:d6a3b29cab31 | 553 | if (map[enemy->y + i][nextRight] || map[enemy->y + i][enemy->x - 1]) |
Siriagus | 17:d6a3b29cab31 | 554 | { |
Siriagus | 17:d6a3b29cab31 | 555 | enemy->vx *= -1; // move in opposite direction |
Siriagus | 17:d6a3b29cab31 | 556 | enemy->facingLeft = !enemy->facingLeft; // toggle direction |
Siriagus | 17:d6a3b29cab31 | 557 | break; // no further testing required |
Siriagus | 17:d6a3b29cab31 | 558 | } |
Siriagus | 16:caf613d5b85e | 559 | } |
Siriagus | 16:caf613d5b85e | 560 | } |
Siriagus | 17:d6a3b29cab31 | 561 | |
Siriagus | 17:d6a3b29cab31 | 562 | ++it; // go to next enemy |
Siriagus | 16:caf613d5b85e | 563 | } |
Siriagus | 17:d6a3b29cab31 | 564 | else // if enemy is dead |
Siriagus | 16:caf613d5b85e | 565 | { |
Siriagus | 16:caf613d5b85e | 566 | enemy->y += enemy->vy; |
Siriagus | 16:caf613d5b85e | 567 | enemy->x += enemy->vx; |
Siriagus | 17:d6a3b29cab31 | 568 | |
Siriagus | 17:d6a3b29cab31 | 569 | if (enemy->y >= HEIGHT) // if outside map (and dead) |
Siriagus | 17:d6a3b29cab31 | 570 | { |
Siriagus | 17:d6a3b29cab31 | 571 | delete enemy; |
Siriagus | 17:d6a3b29cab31 | 572 | it = enemies.erase(it); // remove and go to next enemy |
Siriagus | 17:d6a3b29cab31 | 573 | } |
Siriagus | 17:d6a3b29cab31 | 574 | else |
Siriagus | 17:d6a3b29cab31 | 575 | ++it; // go to next enemy |
Siriagus | 16:caf613d5b85e | 576 | } |
Siriagus | 16:caf613d5b85e | 577 | } |
Siriagus | 17:d6a3b29cab31 | 578 | } |
Siriagus | 17:d6a3b29cab31 | 579 | |
Siriagus | 17:d6a3b29cab31 | 580 | void Game::renderScore() |
Siriagus | 17:d6a3b29cab31 | 581 | { |
Siriagus | 17:d6a3b29cab31 | 582 | int s = (Global::score < 100000) ? Global::score : 99999; // Max possible score is 99999. |
Siriagus | 17:d6a3b29cab31 | 583 | |
Siriagus | 17:d6a3b29cab31 | 584 | // Read digits |
Siriagus | 17:d6a3b29cab31 | 585 | int digits[5]; // max five |
Siriagus | 17:d6a3b29cab31 | 586 | // Count the number of digits in the score |
Siriagus | 17:d6a3b29cab31 | 587 | int numDigits = 0; |
Siriagus | 17:d6a3b29cab31 | 588 | do |
Siriagus | 17:d6a3b29cab31 | 589 | { |
Siriagus | 17:d6a3b29cab31 | 590 | digits[numDigits] = s % 10; |
Siriagus | 17:d6a3b29cab31 | 591 | s /= 10; |
Siriagus | 17:d6a3b29cab31 | 592 | ++numDigits; |
Siriagus | 17:d6a3b29cab31 | 593 | } while (s != 0 && numDigits < 5); |
Siriagus | 17:d6a3b29cab31 | 594 | |
Siriagus | 17:d6a3b29cab31 | 595 | |
Siriagus | 17:d6a3b29cab31 | 596 | // Draw score |
Siriagus | 17:d6a3b29cab31 | 597 | int xStart = 79; |
Siriagus | 17:d6a3b29cab31 | 598 | int xStep = 4; // width + 1 |
Siriagus | 17:d6a3b29cab31 | 599 | int y = 2; |
Siriagus | 17:d6a3b29cab31 | 600 | int x; |
Siriagus | 17:d6a3b29cab31 | 601 | |
Siriagus | 17:d6a3b29cab31 | 602 | for (int i = 0; i < numDigits; ++i) |
Siriagus | 17:d6a3b29cab31 | 603 | { |
Siriagus | 17:d6a3b29cab31 | 604 | x = xStart - i * xStep; |
Siriagus | 17:d6a3b29cab31 | 605 | |
Siriagus | 17:d6a3b29cab31 | 606 | switch (digits[i]) |
Siriagus | 17:d6a3b29cab31 | 607 | { |
Siriagus | 17:d6a3b29cab31 | 608 | case 1: |
Siriagus | 17:d6a3b29cab31 | 609 | drawImage(Number::One, x, y); |
Siriagus | 17:d6a3b29cab31 | 610 | break; |
Siriagus | 17:d6a3b29cab31 | 611 | |
Siriagus | 17:d6a3b29cab31 | 612 | case 2: |
Siriagus | 17:d6a3b29cab31 | 613 | drawImage(Number::Two, x, y); |
Siriagus | 17:d6a3b29cab31 | 614 | break; |
Siriagus | 17:d6a3b29cab31 | 615 | |
Siriagus | 17:d6a3b29cab31 | 616 | case 3: |
Siriagus | 17:d6a3b29cab31 | 617 | drawImage(Number::Three, x, y); |
Siriagus | 17:d6a3b29cab31 | 618 | break; |
Siriagus | 17:d6a3b29cab31 | 619 | |
Siriagus | 17:d6a3b29cab31 | 620 | case 4: |
Siriagus | 17:d6a3b29cab31 | 621 | drawImage(Number::Four, x, y); |
Siriagus | 17:d6a3b29cab31 | 622 | break; |
Siriagus | 17:d6a3b29cab31 | 623 | |
Siriagus | 17:d6a3b29cab31 | 624 | case 5: |
Siriagus | 17:d6a3b29cab31 | 625 | drawImage(Number::Five, x, y); |
Siriagus | 17:d6a3b29cab31 | 626 | break; |
Siriagus | 17:d6a3b29cab31 | 627 | |
Siriagus | 17:d6a3b29cab31 | 628 | case 6: |
Siriagus | 17:d6a3b29cab31 | 629 | drawImage(Number::Six, x, y); |
Siriagus | 17:d6a3b29cab31 | 630 | break; |
Siriagus | 17:d6a3b29cab31 | 631 | |
Siriagus | 17:d6a3b29cab31 | 632 | case 7: |
Siriagus | 17:d6a3b29cab31 | 633 | drawImage(Number::Seven, x, y); |
Siriagus | 17:d6a3b29cab31 | 634 | break; |
Siriagus | 17:d6a3b29cab31 | 635 | |
Siriagus | 17:d6a3b29cab31 | 636 | case 8: |
Siriagus | 17:d6a3b29cab31 | 637 | drawImage(Number::Eight, x, y); |
Siriagus | 17:d6a3b29cab31 | 638 | break; |
Siriagus | 17:d6a3b29cab31 | 639 | |
Siriagus | 17:d6a3b29cab31 | 640 | case 9: |
Siriagus | 17:d6a3b29cab31 | 641 | drawImage(Number::Nine, x, y); |
Siriagus | 17:d6a3b29cab31 | 642 | break; |
Siriagus | 17:d6a3b29cab31 | 643 | |
Siriagus | 17:d6a3b29cab31 | 644 | case 0: |
Siriagus | 17:d6a3b29cab31 | 645 | default: |
Siriagus | 17:d6a3b29cab31 | 646 | drawImage(Number::Zero, x, y); |
Siriagus | 17:d6a3b29cab31 | 647 | break; |
Siriagus | 17:d6a3b29cab31 | 648 | } |
Siriagus | 17:d6a3b29cab31 | 649 | |
Siriagus | 17:d6a3b29cab31 | 650 | } |
Siriagus | 17:d6a3b29cab31 | 651 | } |
Siriagus | 17:d6a3b29cab31 | 652 | |
Siriagus | 17:d6a3b29cab31 | 653 | void Game::respawnPlayer() |
Siriagus | 17:d6a3b29cab31 | 654 | { |
Siriagus | 17:d6a3b29cab31 | 655 | player.x = 74; |
Siriagus | 17:d6a3b29cab31 | 656 | player.y = 31; |
Siriagus | 17:d6a3b29cab31 | 657 | player.vx = player.vy = 0; |
Siriagus | 17:d6a3b29cab31 | 658 | player.facingLeft = true; |
Siriagus | 17:d6a3b29cab31 | 659 | player.dead = false; |
Siriagus | 7:678873947b29 | 660 | } |